Connect shadow style attributes to renderer
bug:15859361
Moves lighting info out of StatefulBaseRenderer, since it's not useful
at record time, and only used by OGLR.
Change-Id: I7ab065d02d9304afad1dc4c48597a7a621366f8e
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index 4e7844b..f698b45 100755
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -124,6 +124,8 @@
virtual ~OpenGLRenderer();
void initProperties();
+ void initLight(const Vector3& lightCenter, float lightRadius,
+ uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
virtual void onViewportInitialized();
virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
@@ -1010,6 +1012,12 @@
bool mSkipOutlineClip;
+ // Lighting + shadows
+ Vector3 mLightCenter;
+ float mLightRadius;
+ uint8_t mAmbientShadowAlpha;
+ uint8_t mSpotShadowAlpha;
+
friend class Layer;
friend class TextSetupFunctor;
friend class DrawBitmapOp;